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Cards Against Humanity

Cards Against Humanity is an adult party in which one player draws a black prompt card with a fill-in-the-blank statement, and the others select matching white response cards containing words or phrases that are typically shocking, , or to create humorous but often offensive completions, judged by the prompt reader. Developed in by eight friends who attended Highland Park High School in a suburb—Josh Dillon, Daniel Dranove, Eli Halpern, Ben Hantoot, David Munk, David Pinsof, Max Temkin, and Eliot Weinstein—the game originated as a for a New Year's Eve party and was refined through informal playtesting. A 2010 Kickstarter campaign funded initial production, exceeding expectations and enabling self-publishing from a warehouse, which propelled the game to become a with multiple expansions and variants, including a family edition. The company, structured as an equal-share worker-owned LLC, has sustained profitability through direct sales and stunts, such as offering customers nothing for in exchange for payment and purchasing rural land to oppose industrial development. Notable controversies include 2020 allegations of a culture involving , , and , leading to co-founder Max Temkin's and public apologies from the team, as well as a 2024 lawsuit against for alleged trespassing on company-owned property, settled out of court in 2025.

Origins and Development

Creation by Founders

Cards Against Humanity was created by eight friends who attended high school together in a suburb: Max Temkin, Josh Dillon, Daniel Dranove, Eli Halpern, Ben Hantoot, David Munk, David Pinsof, and Eliot Weinstein. The group, based in , began developing the several years before formalizing it through a campaign launched on December 1, 2010, seeking $4,000 to print initial copies. Their intent was to craft a that prioritized unapologetic, taboo-laden humor as a deliberate counter to the mild, family-oriented prompts of existing titles like . Drawing direct inspiration from ' fill-in-the-blank mechanics, the founders amplified the content with phrases designed to provoke discomfort and laughter via , viewing such irreverence as essential for authentic social bonding in adult settings. They generated hundreds of card ideas centered on raw of human vices, historical atrocities, and cultural sensitivities, eschewing to emphasize free expression over broader appeal or political considerations. This foundational philosophy positioned the game as a tool for "horrible people," explicitly rejecting sanitized entertainment in favor of content that mirrored unfiltered human thoughts. Early iterations involved collaborative brainstorming sessions among the group to curate black prompt cards and white response cards, with selections based on their potential to elicit strong, divisive reactions during informal playtesting. The process underscored a to causal in humor—testing whether edgier prompts sustained engagement longer than conventional ones—ultimately yielding a that highlighted the bonding power of shared taboo-breaking over inclusive neutrality.

Kickstarter Launch and Initial Funding

In December 2010, Max Temkin and a group of friends launched a Kickstarter campaign for Cards Against Humanity, seeking $4,000 to fund the printing of their card game prototype. The project description positioned the game as "a free party game for horrible people," deliberately highlighting its provocative, politically incorrect content to differentiate it from sanitized commercial party games and appeal to backers seeking unfiltered humor. By the campaign's end in early 2011, it had exceeded the goal, raising $15,570 from 758 backers, providing sufficient capital for initial production without reliance on venture capital or publishers that might impose content restrictions. This success enabled the creators to self-publish, maintaining full control over the game's edgy material and avoiding dilution from external investors demanding broader market appeal. The direct funding model, rooted in consumer support for the game's unapologetic offense, established an independent operation resistant to pressures for moderation, as evidenced by the absence of subsequent equity investments or corporate partnerships altering its core identity. Following the , proceeded to a physical release in May 2011, after securing manufacturing partners capable of handling the custom card printing. The launch adopted a pay-what-you-want pricing strategy for physical copies via their , alongside a digital PDF version, prioritizing and dissemination over traditional markups to leverage word-of-mouth among fans of content.

Gameplay and Mechanics

Core Rules and Card Structure

Cards Against Humanity consists of two types of cards: serving as prompts and cards providing responses. The standard includes 100 black cards and 500 white cards. feature fill-in-the-blank statements or questions, such as "_________ is my secret shame," which require one or more cards to complete; some specify "Pick 2" or "Pick 3" at the bottom, necessitating multiple responses for a single prompt. cards contain short phrases, words, or concepts, often irreverent or exaggerated, like "A " or "The inevitable ," designed to pair absurdly with prompts. In a typical round, one player acts as the Card Czar, drawing and reading a black card aloud. Non-Czar players each select and submit one (or the required number of) (s) face-down that they deem the most humorous or fitting response, passing them anonymously to the Czar. The Czar shuffles the submissions, reads them aloud in random order without revealing owners, and selects the preferred combination, awarding the black card as one "Awesome Point" to the winning player. The Czar role rotates clockwise, and all players draw s to maintain a hand of 10. There are no fixed turns or mandatory plays; the game accommodates 4 or more players, scaling up to 20 or beyond with sufficient cards, and ends when participants choose, often after accumulating points or time elapsed. The prioritize social interaction over strict , with scoring secondary to generating through mismatched pairings. Humor emerges from the structural asymmetry: establish provocative or mundane frames, while supply extreme, incongruent fillers, yielding over a million unique combinations even in the base deck due to variable prompt requirements and player hand variability. This combinatorial depth ensures low repetition across sessions, as the selection process depends on subjective judgment rather than deterministic outcomes.

Expansions, Variants, and Adaptations

The First Expansion, released in November 2011, added 20 black prompt cards, 80 white response cards, and 12 blank cards to the base game, enabling greater variety in combinations and player customization. The Second Expansion, issued in August 2012, contributed 25 black cards, 75 white cards, and additional blanks, further diversifying prompt structures and response options to extend gameplay sessions without altering core mechanics. Themed packs, including annual holiday editions starting in 2012, introduced seasonal prompts that integrate with the main deck, enhancing combinatorial depth by layering context-specific humor onto the fill-in-the-blank format. Subsequent expansions continued this pattern of augmentation; for instance, More Cards Against Humanity in 2024 compiled 600 cards from prior , , and green box sets with updates, substantially increasing deck size and replay value through expanded pairings. The limited 2024 Election Pack provided 30 cards tied to U.S. political events, allowing temporary integration for heightened relevance without permanent deck overhaul. By 2025, official expansions and packs exceeded 20 in number, collectively amplifying the game's longevity by multiplying possible card matches from the original set's baseline. Variants maintain the core prompt-response mechanic while adjusting content for specific audiences. The Family Edition, launched April 2, 2020, comprises 600 original cards sanitized of explicit themes, facilitating intergenerational play by substituting milder prompts and responses suitable for ages 8 and up. International variants localize cultural references: the Edition expands to 600 cards with Canada-specific entries, the and Australian versions adapt idioms and figures, and the International Edition removes U.S.-centric allusions, preserving the game's irreverent tone across regions. Adaptations extend beyond official physical releases to unofficial digital implementations and fan modifications, which replicate or tweak rules for online play. products, however, adhere exclusively to tangible card formats, underscoring the emphasis on in-person social dynamics inherent to the game's design.

Commercial Strategy and Products

Release History and Sales Model

Cards Against Humanity emerged from a campaign launched in late 2010, which funded initial production after the game's prototype gained traction at a private gathering. The core game debuted in physical form in , accompanied by a free PDF download distributed under a via the official website, enabling rapid viral dissemination and low-barrier experimentation among users. This digital release strategy minimized upfront barriers, fostering through word-of-mouth and online sharing without reliance on established distribution networks. Physical sales adopted a model via the company's website, employing "" pricing for select packs—including a suggested $25 for the base set—to empower buyers in valuing the product while circumventing retail margins and corporate gatekeepers. This unorthodox approach yielded substantial returns, with one early holiday expansion alone raising over $70,000 through voluntary contributions, demonstrating how consumer goodwill toward irreverent, boundary-pushing content could drive profitability absent traditional or investor influence. By shunning , the creators retained autonomy over content direction, avoiding dilutions from advertiser-sensitive intermediaries that prioritize palatability over provocation. Over time, the strategy evolved to include bundled offerings and limited-edition accessories, such as the Bōks premium storage case designed to hold up to 3,500 cards, which bundled unique procedural cards to refresh collections and extend amid expanding competition. This pivot sustained revenue by capitalizing on collector interest in comprehensive sets, reinforcing the model's resilience through iterative, fan-aligned innovations rather than mass-market concessions. The direct-sales framework disrupted conventional economics by prioritizing creator control and empirical demand signals over scaled retail partnerships, proving that uncompromised edginess could underpin long-term viability.

Black Friday Promotions and Stunts

Cards Against Humanity has maintained an annual tradition of promotions since 2010, eschewing conventional discounts in favor of provocative stunts designed to mock and generate publicity through absurdity. These campaigns typically involve limited-time gimmicks that encourage viral sharing and media coverage, prioritizing outrage-driven attention over price incentives to drive sales of the core game and merchandise. The approach aligns with the company's self-financed model, relying on rather than paid advertising to amplify reach. In 2013, the company launched an "anti-sale" by raising the base game's price from $25 to $30, explicitly rejecting discounting conventions. This move still resulted in the game's best single-day sales to date, with the price increase failing to deter buyers amid heightened buzz from the counterintuitive . The 2014 promotion escalated the by offering boxes labeled "" filled with actual pasteurized bovine sourced from a ranch, priced at $6 each and shipped to customers. Over 30,000 units sold, yielding $180,000 in revenue—all donated to a buy-local nonprofit—while sparking widespread media coverage and discussion that boosted overall brand visibility. In , the stunt involved selling "nothing" for $5, with the online store temporarily reduced to this single option and no other products available. Roughly 14,000 customers participated, generating $71,145, which employees later divided for personal expenses like game consoles and tuition, further fueling publicity through the transparent absurdity. Subsequent years continued the pattern, such as the 2016 "Holiday Hole" where buyers funded a pointless excavation in , raising nearly $100,000 before filling it in, and the 2022 "200% off sale" for the Bōks leather card storage case. The latter featured a timed online race where the quickest purchasers received escalating discounts up to full refunds, satirizing scarcity-driven shopping frenzies. These promotions demonstrate causal effectiveness in sales growth via publicity cycles: stunts like the 2014 feces sale produced revenue spikes exceeding routine daily figures—$180,000 from a single item—while correlating with broader game purchases through amplified awareness on platforms like and news outlets. The strategy exploits controversy for free promotion, often yielding multiples of baseline revenue without diluting the brand's commitment to irreverence, as evidenced by sustained sell-outs and media amplification across years.

Recent Expansions and Editions (2015–2025)

In 2018, Cards Against Humanity introduced the Absurd Box, a 300-card expansion featuring cards described as "mind-bending" and inspired by unconventional creative processes, such as wandering the under the influence of , to inject bizarre prompts and responses into existing decks. This release maintained the game's core emphasis on provocative and absurd humor without altering its fundamental structure. The Ultimate Expansion followed in 2023, bundling nearly 2,000 cards from prior expansions into a single, leather-case package, effectively compiling the bulk of available supplementary content to prolong gameplay sessions and refresh repeated plays of the base game. In 2024, the company issued version 3.0 of the base set, updating it to 600 cards (100 black and 500 white) while preserving the original fill-in-the-blank mechanics and offensive tone, alongside new expansions like More Cards Against Humanity (600 essential cards drawn from earlier colored boxes), Out of Line (150 cards introducing a variant for white cards), and the Pack (30 cat-themed cards curated by influencer of @bap.kat, packaged with novelty items like a hair locket). These additions prioritized card volume and thematic eccentricity over content sanitization, aligning with the game's resistance to cultural pressures for moderation. By 2025, releases remained limited to bundled offerings, such as the Twists Bundle combining multiple variant modes with existing cards, rather than standalone overhauls, reflecting a strategy of incremental aggregation without substantive shifts in the provocative formula amid evolving social norms. Sales continued through direct channels, mirroring the base game's model of pay-what-you-want accessibility for digital previews but fixed pricing for physical products.

Nuisance Committee Initiatives

The Nuisance Committee, a super founded on September 28, , by Cards Against Humanity co-creator Max Temkin, operates as a vehicle for public campaigns emphasizing irreverent disruption over standard strategies. Temkin named it after his grandfather's "nuisance committee," a group of Jewish prisoners who engaged in minor acts of to divert Nazi guards' attention and resources from more serious resistance efforts. This origin underscores the committee's focus on low-cost, high-impact annoyances to provoke discourse, prioritizing direct, unpolished engagement with critics and public figures rather than sanitized corporate responses. Funded through sales of themed Cards Against Humanity packs, such as the 2016 "America Votes" editions, the committee's initiatives involve commissioning advertisements and actions that satirize perceived hypocrisies and sensitivities in political and cultural arenas. These efforts contrast with typical institutional by embracing transparency through overt, attributable provocations, often shared via public channels to invite scrutiny and debate. For instance, the committee's outputs explicitly mock demands for , aligning with free speech advocacy by challenging narratives that equate offense with harm. The committee's approach has demonstrably sustained engagement from the game's core audience, as evidenced by the success of associated products—over $100,000 raised from a single pack release in late 2016—which funded ongoing operations without relying on diluted messaging. This model debunks claims of unchecked irresponsibility by tying actions to voluntary supporter contributions, fostering loyalty through consistent, principle-driven irreverence rather than evasion or apology.

Political Stunts and Border Land Purchase

In November 2017, Cards Against Humanity used funds raised through its "Saves America" campaign—approximately $2.25 million from 150,000 contributors each paying $15—to purchase a vacant parcel of land adjacent to the in . The company announced it had retained a specializing in to challenge any government attempt to seize the property for border wall construction proposed by , explicitly stating the goal was to render the process "as time-consuming and expensive as possible" through prolonged legal resistance. This stunt was framed by the creators as a satirical jab at Trump's campaign promise of a wall "paid for by ," with promotional materials deriding the as a "" driven by fear, rather than a substantive policy intervention. The border land purchase exemplified Cards Against Humanity's pattern of high-profile actions blending absurdity with topical disruption, yielding significant publicity but negligible influence on actual outcomes. No segment of the proposed wall was ever built on the acquired property, and federal proceeded on other sites without from this parcel, underscoring the stunt's performative over causal in altering actions. Similar initiatives, such as annual Black Friday promotions involving crowdfunded absurdities like digging a massive in 2016 or selling literal boxes of bovine feces in 2014, consistently generated coverage and surges—often exceeding $100,000 in immediate boosts—but lacked verifiable downstream effects on broader political or environmental objectives. Following 2020, Cards Against Humanity curtailed explicitly partisan engagements, pivoting to apolitical antics like a 2019 challenge pitting human writers against an AI-generated card creator, which emphasized internal absurdity over external advocacy. This shift aligned with preserving the game's appeal to an audience valuing irreverence toward institutional pieties, avoiding alienations from overt ideological signaling that could dilute its core ethos. While isolated later efforts, such as a 2024 targeting non-participants in swing states, retained a disruptive edge, they prioritized publicity mechanics over sustained activism, maintaining the company's track record of transient spectacle without enduring policy leverage.

SpaceX Lawsuit and 2025 Settlement

In September 2024, Cards Against Humanity filed a lawsuit against in Cameron County District Court, , alleging that the company had trespassed on a 1.5-acre parcel of land owned by the game maker near 's Starbase facility in . The suit claimed employees had cleared vegetation, dumped concrete and other debris, and used the property as a for equipment without permission, effectively treating it as an extension of their adjacent operations. Cards Against Humanity sought an to halt further intrusions, along with up to $15 million in damages to cover restoration costs and claims. The litigation stemmed from Cards Against Humanity's 2019 purchase of the border-adjacent land as part of a promotional stunt, intended to preserve it in its natural state amid regional development pressures. countered in court filings that the parcel's unclear chain of title and proximity to their site justified initial access, though they denied willful trespass. The case progressed to a scheduled but was protracted by disputes over evidence and site inspections, highlighting tensions between private property rights and industrial expansion in the area. On October 20, 2025, the parties announced a settlement, with terms remaining confidential and not admitting liability. As part of the resolution, removed its equipment from the site, allowing Cards Against Humanity to begin environmental restoration efforts. The outcome resolved the immediate dispute without precedent-setting judicial rulings on liability, underscoring the practical constraints of enforcing private land boundaries against large-scale operations in contested zones.

Reception and Cultural Role

Commercial Success and Popularity Metrics

Cards Against Humanity achieved significant commercial success through sales, bypassing traditional retail distribution and advertising. Launched in 2011 via a pay-what-you-want model that generated over $90,000 initially, the game scaled rapidly, with early estimates indicating 500,000 decks sold by 2013, yielding approximately $12 million in revenue. By the early 2020s, annual revenues stabilized at $40–50 million, supporting a valuation of $500 million in 2021. At a standard $25 price per deck, this implies sustained annual unit sales exceeding 1.6 million, with cumulative global sales likely surpassing 20 million decks by 2025 based on reported growth trajectories from initial launches to ongoing expansions. occurred between 2012 and 2018, driven primarily by word-of-mouth among adult enthusiasts rather than paid marketing. Popularity metrics underscore its dominance in the party game category despite polarizing content. On , it holds an average rating of 5.7 out of 10 from over 30,000 user votes, a score lower than many strategy games but indicative of its specialized appeal for quick, irreverent social play rather than depth or replayability valued by hobbyist communities. The game's cultural footprint extends to widespread generation and online discussions, amplifying visibility through user-shared content on platforms like and , where custom expansions and gameplay highlights routinely garner millions of views. This grassroots dissemination sustained interest beyond initial hype, with the absence of franchised licensing or sanitized editions preserving core appeal to consumers favoring unfiltered humor over corporate-aligned variants. The business model's emphasis on high gross margins—estimated at 70–85% through minimal overhead, in-house production, and exclusive online fulfillment—enabled , insulating the company from external pressures to moderate content for broader market access. This direct approach, coupled with periodic expansions adding hundreds of cards without diluting the original formula, supported consistent profitability and longevity in a sector prone to trend-driven .

Positive Assessments of Humor and Innovation

Cards Against Humanity has been praised for its combinatorial mechanics that enable players to generate unscripted humor through absurd juxtapositions, effectively democratizing by allowing everyday participants to critique societal hypocrisies without requiring original wit. Reviewers have likened the game's structure to " for jokes," where prompt cards pair with response cards to produce emergent, often provocative punchlines that highlight the ridiculousness of taboos, fostering laughter through exaggeration rather than endorsement. This design empowers groups to collectively expose inconsistencies in norms, as players select combinations that mock extremes, thereby promoting a form of accessible to non-professionals. Empirical analyses of gameplay data underscore the humor's effectiveness, with a from 300,000 online sessions revealing that concise, crude responses frequently prevail, indicating the game's success in eliciting consistent amusement via taboo-breaking patterns. Such contribute to group cohesion, as shared participation in boundary-pushing yields inside references and stress-relief, with adapted versions demonstrating enhanced in professional settings through liberating humor. Defenders contend this process inoculates against genuine by rendering stereotypes patently absurd, encouraging through ridicule of overreach rather than solemn affirmation. In terms of innovation, the game pioneered a scalable model of pre-curated offensiveness in , where player agency lies in curation and context, influencing subsequent titles by emphasizing replayability via modular card sets over rigid narratives. Its flexible rules—intentionally vague to prioritize fun over strict victory—deviated from competitive norms, inspiring derivatives that prioritize social experimentation and emergent dialogue. This approach has appealed particularly to demographics prioritizing unfiltered expression, evidenced by the game's enduring adaptations in team-building and educational contexts that leverage its for without prescriptive .

Criticisms of Offensiveness and Shock Value

Critics have accused Cards Against Humanity of normalizing , , and other prejudices through its card content, which includes references to historical atrocities such as Auschwitz and sensitive topics like or . These elements, detractors argue, rely on that desensitizes players and fosters "toxic irony," where ostensibly humorous bigotry excuses real-world attitudes or enables abusive behavior. A 2016 study in the journal Humanity & Society contended that the game's ironic brings prejudicial humor from private "backstage" contexts into public play, potentially reinforcing biases under the cover of . Such claims often frame the game's humor as inherently harmful, particularly from viewpoints that decry it as "punching down" on marginalized groups or victims of , thereby perpetuating cultural insensitivity. However, no empirical studies establish a causal link between playing Cards Against Humanity and increased real-world or discriminatory attitudes. A 2024 experimental study published in the journal HUMOR, drawing on , tested exposure to the game's sexist humor and found no evidence that it encourages men to express greater against women, nor does it shift attitudes toward endorsing such biases. This aligns with broader psychological research indicating that context-bound, self-aware humor among consenting participants does not translate to generalized attitudinal change without predisposing factors. The game's design intentionally shifts responsibility to players, featuring explicit rules that permit discarding any card not understood or deemed inappropriate—requiring public confession of ignorance as a humorous deterrent—while it as a product for "horrible people" in mature, voluntary settings. This structure promotes norms and group on boundaries, underscoring audience agency rather than creator-imposed harm. Conservative and anti-political-correctness advocates defend the game as rebellion against sanitized , arguing it thrives via self-selection among adults who knowingly purchase and play it for its irreverent edge, with no data showing involuntary exposure leading to societal detriment. Such perspectives emphasize that offense arises from misapplication by unprepared groups, not intrinsic properties, and highlight the absence of verified harm metrics beyond anecdotal complaints.

Internal Company Controversies

Workplace Culture Allegations

In June 2020, former employees of Cards Against Humanity accused of fostering a racist and sexist culture in its office, with specific claims targeting co-founder Max Temkin for contributing to an environment that treated staff as expendable and prioritized disruptive public stunts over employee well-being. These allegations, detailed in posts and interviews with outlets like , included reports of burnout-driven exits among multiple staff members, attributed to the high-stress demands of the company's indie gaming operations and a culture that allegedly quashed internal complaints to maintain an irreverent external image. Temkin, who had been involved in day-to-day management, stepped down from the company on June 23, 2020, as the other co-founders initiated an internal into the claims. The company, which previously lacked a dedicated department, responded by acknowledging certain cultural shortcomings while denying others, including specific instances of misconduct, and contracted a specialist firm to and enhance , hiring, and management practices without conceding to systemic toxicity. No lawsuits were filed by accusers, and the claims relied primarily on or pseudonymous accounts from ex-employees rather than corroborated legal evidence, limiting independent verification amid the broader context of heightened scrutiny on dynamics in creative industries. Such high-pressure environments, characterized by rapid project turnarounds and performative antics, are not uncommon in small-scale game development firms, potentially exacerbating perceptions of dysfunction when juxtaposed against the brand's outwardly satirical persona. Following the allegations, current employees announced unionization efforts on June 30, , seeking to address pay disparities, temporary staffing reliance, and cultural issues through . By November 24, , workers ratified a three-year agreement with management, incorporating wage increases and procedural safeguards, though it did not explicitly reference the prior toxicity claims. These developments reflect targeted operational adjustments rather than a wholesale admission of fault, with the absence of litigation underscoring the unadjudicated nature of the original accusations.

Co-Founder Departure and Reforms

In June 2020, Cards Against Humanity co-founder Max Temkin resigned from operational roles amid employee allegations of a culture involving and , including claims of abusive behavior and discriminatory practices during his tenure. The company conducted an internal investigation following disclosures by former employees, leading to Temkin's departure on June 9, 2020, after which he ceased all staff interactions while retaining a one-eighth ownership stake. Company statements framed the exit as a direct response to verified oversights in leadership accountability, though Temkin personally attributed it to broader personal considerations unrelated to ongoing operations. Subsequent reforms focused on and internal policies without altering the game's core content or satirical framework. Cards Against Humanity engaged an external specialist firm to audit and enhance protocols, addressing gaps in handling complaints and fostering a more structured reporting environment. Employees subsequently formed a in late June 2020, securing rights amid the leadership vacuum, which prioritized worker input on workplace standards over expansive ideological overhauls. Card vetting processes saw incremental adjustments to emphasize contextually targeted humor, but no widespread purges occurred, preserving the game's emphasis on irreverent, boundary-pushing prompts that had defined its appeal since inception. Operational continuity demonstrated structural resilience, with annual revenues holding steady at $40–50 million by 2021 and the company exploring a potential $500 million sale valuation, signaling sustained market viability absent from distress indicators. New product releases and promotional activities persisted into 2024, including annual initiatives that boosted visibility without discounting core offerings, underscoring the decentralized co-ownership model's capacity to weather internal disruptions without capitulating to external pressures for fundamental rebranding.

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